I am thinking that since shaman gets to be the witch ( the villain) and since there are 4 heroes in monster hunt, the other 8 classes will sort of be grouped ( 2 of for every class - cannoneer, tracker, houndmaster and time tinkerer) and sort of get all kind of "monster hunting cards".
For example I am thinking that mage and priest will be in the time tinkerer group since they both have turn manipulation in the quest or temporus; I see druid and rogue as trackers; paladin and warrior as cannoneers and hunter and warlock as houndmasters. ( I put warlock in the last cathegory just because he doesn't seem to fit anywhere and he does have demons that are called fellhounds)

So it could be fun decks where the shaman is playing monsters and withches and the other class has all sort of witch hunters and gadgets (thinking van helsing style).
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While the premise behind the mode is good, and it was fun (at times), it certainly could've used a bit more testing/balancing.

I know the mode relies heavily on RNG. You can sweep throught it easily with cards like Wish or Wax Rager (ofc if you draw them). But the thing is that usually you end up with a patched deck which simply sucks in the first place. Let's take Warlock as example (I think one of the harder classes to pilot in DR). Strong cards, possibility to build strong decks (ex. (5) cost big minions + Molten/Mountain Giants is OP), but at the same time there is a lot of anti-synergy in the card choices. To be succesful in this mode you need a well-rounded deck with a good chunk of luck or really OP items (the difference in strenght between items is another thing, they also should've balanced it more).

My main issue is with some hero powers of bosses. At 4th lvl it starts to get rough with chracters like Blackseed or Elder Jari. I faced them a lot so I can tell. They have decks that are tailor-made for their hero powers, and even if that is the idea behind it (to face decks that exploit some mechanics), difference in power level of some bosses is clear (even when taking into account the scaling). For instance Blackseed and his Evolve power (for free, seriously?) and the decks easiness to spam minions. Without a boardclear you're doomed, literally. No amount of tactical plays (board control) will save you from two or three waves of minions in succesion. Jari is strong because she has a power and spells that let her survive long enough to overwhelm you with value. Or take Candlebeard with his ridiciolous free charge and Sea Giants. I can fully understand it with end-bosses (that they are OP), but single bosses shouldn't have such a power, or they should at least tweak their 'drop rate' chances. It's funny how many times I faced Pathmaker Hamm, or the above mentioned bosses, while I didn't see quite a few from the list. Ever. Something is wrong with RNG here...

I know I've already whined about it on few occasions, but this is something thats bothered me since the beginning. The way fun transitions to tediousness in this mode. The mode is optional, it has some great highlights. All I would ask for is a bit more balancing in the future. Oh and a bit more dailies based on single player modes, so you'll have more reasons to get back. The basic idea is really good, and it's nice that they are still investing in this type of content and as quick as the next expansion already. But they really should work on the formula a bit more...

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Coming back to The Witchwood, I'm actually really tempted to buy the 70 pack deal... gonna have to wait to see the reveals and judge if it's worth it.

Speaking of reveals I see what you did there Team 5 I'm talking about this whole even & odd mechanic. It might not work out at the end (players prefer to tweak existing archetypes then make new ones), but they've really put some thought into it. On turns you can't play some cards you can use the boosted Hero Power. And the are giving us a few overstated cards, that ofc only work with the mechanic, to boost it. For instance Glittering Moth looks frightening. Btw am I correct to assume they are taking another shot to make Inspire work? The case of Keleseth (or Yogg before him) showed us to never judge a mechanic before it's playtested...

Regarding the odd and even mechanics the decks will be viable depending on how many tools they get, in regards to what has been shown:
- black cat is a really strong card;
- mudspark eel is ok, pretty good;
- glittering moth and gloom stag are meh;

You might thing that glittering moth's battlecry is strong, but think that at the very best before her you only played a northshire cleric and a tar creeper, so it doesn't do too much; in late game it can be good when coupled with the void ripper for otk.
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Black Cat - a smaller Azure Drake which is regarded as one of the strongest cards ever.

Mudpsark Eel - solid body with ping is always good, see Medivh's Valet. And this one does not need a set up to work. Solid.

Glittering Moth - yeah, this one is probably not as good. I always tend to see board-wide buffs as strong, but then I remember how hard it is to set them up. But I think this still might work, maybe in some kind of new swarm Priest archetype? Besides, notice how it's compatible with odd Inner Fire

Gloom Stag - I think this will work if Druid gets strong cards to back up the odd mechanic. The key here is in it's 8 HP.

I wonder how many cards based on this mechanic we will ultimately get. Team 5 tends to pick only a few classes for their new ideas.

PS: I just had a thought that Skulking Geist will snow up a lot of odd decks

PS 2: Recently I got Woecleaver from a pack. First I was like meh, but it turns out Recruit Warrior is pretty damn fun!

The Recruit/Dragon Warrior deck that I'm playing after getting Woecleaver is incredibly good so far. In Wild I'm on a winstreak of beating netdecked Jade Druid, Cube/Malganis Warlock, Secret Mage and even N'Zoth Rattle Mill Rouge who played N'Zoth like four times in the game (yeah he literally put a wall of Deathlords/Infested Taurens/Sludge Belchers x4 and I still managed to win ). I'm also happy that I can put some of my dormant cards into play like Dragon Hatcher, Rotface or Dead Man's Hand (and with great effect) in play.

Hagatha's Battlecry effect should be "turn all minions into Frogs" (Hex effect). That would be befitting a witch

So far I'm not a big fan of Odd & Even mechanic, I also dislike the fact that it contradicts with other Hero Powers/DK's. But Team 5 always tries to present something new, a whole new type of decks even. At least they're trying to keep things fresh (like no-spell Hunter for instance). Let's give these type of decks a chance.

Totem Shaman was strong back in the day when we had pre-nerf Tuskarr, Golem and TB Valiant. I tried Totem Shaman a bit with K&C cards, I also did get Windshear Stromcaller in a pack, but... it was total c*ap. It's not even remotely playable in current meta, so this archetype will really need some new cards to work.

Well, I'm not "disliking" the idea so far, I'm rather not fond of it. As long as it won't be exploited it might be fun.

I'm pretty intersted in the expansion, from my point of view the theme looks promising: Gilneas, Worgen, gothic horror, Innistrad and so on. Potential is great, it might even be one of my favourite expansions, as long as they won't blow it with bad cards. So far I'm a bit tilted with how they handled Genn. While his mechanic is unique, like I said I would prefer if they went with his shapeshifting theme. Well, they might still make another Genn card, his pretty important in the lore.

PS: My thought is that Blizzard will give us Baku or Genn as a freebie, or both even, to push this mechanic.

I am not disliking this idea (yet) either, one reason being that I initially thought I wouldn't like the "restrictive" higlander-decks at all but my fav deck ended up being Renolock for almost a year. And secondly I really liked Justicar and the upgraded Hero Power so I am interested to see if it works here - I mean come on now you get it imediately at the start of the game. ____________
"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor

So, they're removing Enrage from the game. Keyword I mean, the card effects still stay. Hmm I don't know about this, I kinda digged Enrage, even if it was a niche mechanic. Would prefer if they added more cards with it instead of scrapping the keyword. They say this is for "cleaning" but at the same time they add Odd&Even mechanic which, when looking at various posts on forums, so far is probably the most confusing mechanic ever. Whereas it's about not being native english speaker or not having some elementary school knowledge there are a lot of people who don't understand this.

Putting that aside, the reveal/kick-off stream takes place on Monday 26th.

In regards to the echo keyword, if any of the new cards with echo also have damage or draw mechanic they will brake the game, and be op af; I mean just imagine a 2 mana 2/2 that draws a card with echo, on turn 10 if you top deck it is draw 5 cards summon 5 2/2; or any low cost spell that does damage.
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They are giving a tip to save two dailies before 26th to get additional 2 card packs (third slot for the 26th of March one).

The promotion is a bit confusing if you ask me... does it mean you complete quest for gold normally, and at the same time 'trigger' a shot to randomly get one pack from Un'goro, KotFT, K&C or Witchwood? That means I can get all my free packs form one expansion for instance?

PS: There's also a card reveal schedule. This time they even gave us all the names of these, and it appears it's one of those lore-based expansions as there are some existing names like Emeriss the Green Dragon.

The synergy is unreal ____________
"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor